WO2013070228A3 - Speculative rendering using historical player data - Google Patents

Speculative rendering using historical player data Download PDF

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Publication number
WO2013070228A3
WO2013070228A3 PCT/US2011/060164 US2011060164W WO2013070228A3 WO 2013070228 A3 WO2013070228 A3 WO 2013070228A3 US 2011060164 W US2011060164 W US 2011060164W WO 2013070228 A3 WO2013070228 A3 WO 2013070228A3
Authority
WO
WIPO (PCT)
Prior art keywords
historical data
players
player
situations
game locations
Prior art date
Application number
PCT/US2011/060164
Other languages
French (fr)
Other versions
WO2013070228A2 (en
Inventor
Ezekiel Kruglick
Original Assignee
Empire Technology Development, Llc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Empire Technology Development, Llc filed Critical Empire Technology Development, Llc
Priority to US13/519,730 priority Critical patent/US8858324B2/en
Priority to KR1020147007910A priority patent/KR101593344B1/en
Priority to PCT/US2011/060164 priority patent/WO2013070228A2/en
Publication of WO2013070228A2 publication Critical patent/WO2013070228A2/en
Publication of WO2013070228A3 publication Critical patent/WO2013070228A3/en
Priority to US14/476,648 priority patent/US9498715B2/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/538Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game

Abstract

Technologies are presented for reducing lag time via speculative graphics rendering in cloud based gaming. In some examples, historical data about statistically relevant large populations of players is provided. The historical data may include state transitions through various game locations or situations. In some of the game locations there may be a correlation between a probability of a particular upcoming scene and a player state. Example game locations or situations may include areas that players tend to cross in one or more straight lines, corners that players may round in a particular fashion, spots where certain player motions are commonly engaged in, such as looking up, and the like. The historical data may be tested against a certain predictive strength and rendered predicted game states may be prepared ahead of player need.
PCT/US2011/060164 2011-11-10 2011-11-10 Speculative rendering using historical player data WO2013070228A2 (en)

Priority Applications (4)

Application Number Priority Date Filing Date Title
US13/519,730 US8858324B2 (en) 2011-11-10 2011-11-10 Speculative rendering using historical player data
KR1020147007910A KR101593344B1 (en) 2011-11-10 2011-11-10 Speculative rendering using historical player data
PCT/US2011/060164 WO2013070228A2 (en) 2011-11-10 2011-11-10 Speculative rendering using historical player data
US14/476,648 US9498715B2 (en) 2011-11-10 2014-09-03 Speculative rendering using historical player data

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/US2011/060164 WO2013070228A2 (en) 2011-11-10 2011-11-10 Speculative rendering using historical player data

Related Child Applications (2)

Application Number Title Priority Date Filing Date
US13/519,730 A-371-Of-International US8858324B2 (en) 2011-11-10 2011-11-10 Speculative rendering using historical player data
US14/476,648 Continuation US9498715B2 (en) 2011-11-10 2014-09-03 Speculative rendering using historical player data

Publications (2)

Publication Number Publication Date
WO2013070228A2 WO2013070228A2 (en) 2013-05-16
WO2013070228A3 true WO2013070228A3 (en) 2014-04-10

Family

ID=48281146

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2011/060164 WO2013070228A2 (en) 2011-11-10 2011-11-10 Speculative rendering using historical player data

Country Status (3)

Country Link
US (2) US8858324B2 (en)
KR (1) KR101593344B1 (en)
WO (1) WO2013070228A2 (en)

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US10554713B2 (en) 2015-06-19 2020-02-04 Microsoft Technology Licensing, Llc Low latency application streaming using temporal frame transformation
CN105468823B (en) * 2015-11-16 2019-01-25 广州广电运通金融电子股份有限公司 A kind of self-service device energy-saving control method and device
CN106267822A (en) * 2016-08-18 2017-01-04 网易(杭州)网络有限公司 The method of testing of game performance and device
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US11014010B2 (en) 2017-10-20 2021-05-25 Microsoft Technology Licensing, Llc State management of dynamic properties
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Also Published As

Publication number Publication date
US20130123004A1 (en) 2013-05-16
US20140370986A1 (en) 2014-12-18
US8858324B2 (en) 2014-10-14
US9498715B2 (en) 2016-11-22
KR20140052068A (en) 2014-05-02
WO2013070228A2 (en) 2013-05-16
KR101593344B1 (en) 2016-02-18

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